1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2025-01-03 22:52:13 +02:00
RedMew/map_gen/maps/concrete_jungle.lua
2019-10-05 19:36:49 +02:00

366 lines
12 KiB
Lua

local floor = math.floor
local RestrictEntities = require 'map_gen.shared.entity_placement_restriction'
local Event = require 'utils.event'
local b = require 'map_gen.shared.builders'
local Token = require 'utils.token'
local Color = require 'resources.color_presets'
local redmew_config = global.config
-- Needed because refined hazard concrete is needed and must not be changed by this module
redmew_config.paint.enabled = false
local concrete_unlocker = true -- Set to false to disable early unlocking of concrete
local function on_init() --Out comment stuff you don't want to enable
game.difficulty_settings.technology_price_multiplier = 4
--game.forces.player.technologies.logistics.researched = true
game.forces.player.technologies.automation.researched = true
end
if concrete_unlocker then
Event.add(
defines.events.on_research_finished,
function(event)
local p_force = game.forces.player
local r = event.research
if r.name == 'advanced-material-processing' then
p_force.recipes['concrete'].enabled = true
end
end
)
end
local ScenarioInfo = require 'features.gui.info'
ScenarioInfo.set_map_name('Concrete Jungle')
ScenarioInfo.set_map_description([[
Extensive underground mining has resulted in brittle soil.
New regulations requires that heavy objects are placed
on top of proper materials, to support the ground!
]])
-- Tiers of tiles definition (tier 0 is default)
local tile_tiers = {
['stone-path'] = 1,
['concrete'] = 2,
['refined-concrete'] = 3,
['hazard-concrete-right'] = 2,
['hazard-concrete-left'] = 2,
['refined-hazard-concrete-right'] = 3,
['refined-hazard-concrete-left'] = 3
}
--- Items explicitly allowed everywhere (tier 0 and up)
--- The RestrictEntities module auto skips all checks for these entities
--- They do not trigger set_keep_alive_callback or the on_pre_restricted_entity_destroyed event
RestrictEntities.add_allowed(
{
'transport-belt',
'fast-transport-belt',
'express-transport-belt',
'underground-belt',
'fast-underground-belt',
'express-underground-belt',
'small-electric-pole',
'burner-mining-drill',
'pumpjack',
'car',
'tank',
'pipe',
'pipe-to-ground',
'offshore-pump'
}
)
-- Items only allowed on tiles of tier 2 or higher (tier 1 is the default)
local entity_tiers = {
-- Tier 2
['oil-refinery'] = 2,
['chemical-plant'] = 2,
['storage-tank'] = 2,
['rail'] = 2,
['straight-rail'] = 2,
['curved-rail'] = 2,
['train-stop'] = 2,
['solar-panel'] = 2,
['flamethrower-turret'] = 2,
['assembling-machine-2'] = 2,
['steel-furnace'] = 2,
['iron-chest'] = 2,
['fast-inserter'] = 2,
['filter-inserter'] = 2,
['accumulator'] = 2,
['big-electric-pole'] = 2,
-- Tier 3
['rocket-silo'] = 3,
['nuclear-reactor'] = 3,
['centrifuge'] = 3,
['heat-exchanger'] = 3,
['heat-pipe'] = 3,
['steam-turbine'] = 3,
['artillery-turret'] = 3,
['roboport'] = 3,
['beacon'] = 3,
['assembling-machine-3'] = 3,
['electric-furnace'] = 3,
['substation'] = 3,
['laser-turret'] = 3,
['steel-chest'] = 3,
['stack-inserter'] = 3,
['stack-filter-inserter'] = 3,
['logistic-chest-active-provider'] = 3,
['logistic-chest-passive-provider'] = 3,
['logistic-chest-buffer'] = 3,
['logistic-chest-storage'] = 3,
['logistic-chest-requester'] = 3
}
--Creates rich text icons of the tiered entities
local tier_2_items = ''
local tier_3_items = ''
local tier_2_counter = 0
local tier_3_counter = 0
for k, v in pairs(entity_tiers) do
if not (k == 'rail') then
if (v == 3) then
tier_3_items = tier_3_items .. ' [entity=' .. k .. ']'
tier_3_counter = tier_3_counter + 1
elseif (v == 2) then
tier_2_items = tier_2_items .. ' [entity=' .. k .. ']'
tier_2_counter = tier_2_counter + 1
end
if tier_3_counter > 14 then
tier_3_counter = 0
tier_3_items = tier_3_items .. '\n'
elseif tier_2_counter > 14 then
tier_2_counter = 0
tier_2_items = tier_2_items .. '\n'
end
end
end
local tile_tiers_entities = '[font=default-bold]You may only build the factory on:[/font]\n'
local tile_tiers_entities_counter = 0
for k, _ in pairs(tile_tiers) do
tile_tiers_entities = tile_tiers_entities .. ' [tile=' .. k .. '] ' .. k
tile_tiers_entities_counter = tile_tiers_entities_counter + 1
if tile_tiers_entities_counter == 3 or tile_tiers_entities_counter == 5 then
--tile_tiers_entities_counter = 0
tile_tiers_entities = tile_tiers_entities .. '\n'
end
end
ScenarioInfo.add_map_extra_info(
tile_tiers_entities ..
[[
[font=default-bold]Exceptions:[/font]
[item=burner-mining-drill] [item=pumpjack] [item=small-electric-pole] [item=car] [item=tank] [item=pipe] [item=pipe-to-ground] [item=offshore-pump]
[item=transport-belt] [item=fast-transport-belt] [item=express-transport-belt] [item=underground-belt] [item=fast-underground-belt] [item=express-underground-belt]
Stone bricks provide ground support for most buildings/entities,
but some require better ground support!
[font=default-bold]Ground support minimum concrete:[/font]
]] ..
tier_2_items .. [[
[font=default-bold]Ground support minimum refined concrete:[/font]
]] .. tier_3_items .. [[
Thanks to Sangria_Louie for the map suggestion!
]]
)
RestrictEntities.set_tile_bp()
--- The logic for checking that there are the correct ground support under the entity's position
RestrictEntities.set_keep_alive_callback(
Token.register(
function(entity)
if not (entity and entity.valid) then
return false
end
local get_tile = entity.surface.get_tile
local area = entity.bounding_box
local left_top = area.left_top
local right_bottom = area.right_bottom
local name = entity.name
if name == 'entity-ghost' then
name = entity.ghost_name
end
local entity_tier = entity_tiers[name] or 1
for x = floor(left_top.x), floor(right_bottom.x) do
for y = floor(left_top.y), floor(right_bottom.y) do
local tile_name = get_tile(x, y).name
local tile_tier = tile_tiers[tile_name] or 0
if entity_tier > tile_tier then
return false
end
end
end
return true
end
)
)
local function print_floating_text(player, entity, text, color)
color = color or Color.white
local surface = player.surface
local position = entity.position
return surface.create_entity {
name = 'tutorial-flying-text',
color = color,
text = text,
position = position,
render_player_index = player.index
}
end
--- Warning for players when their entities are destroyed (needs to be pre because of the stack)
local function on_destroy(event)
local p = game.get_player(event.player_index)
local stack = event.stack
local entity = event.created_entity
local name
if stack.valid_for_read then
name = stack.name
else
name = entity.name
end
if p and p.valid then
if not (name == 'blueprint') then
local tier = '[tile=stone-path] stone path'
if (entity_tiers[name] == 2) then
tier = '[tile=concrete] concrete'
elseif (entity_tiers[name] == 3) then
tier = '[tile=refined-concrete] refined concrete'
end
local text = '[item=' .. name .. '] requires at least ' .. tier
--local text = '[color=yellow]This [/color][item=' .. name .. '][color=yellow] cannot be placed here, it needs ground support of at least [/color]' .. tier
print_floating_text(p, entity, text)
else
p.print('[color=yellow]Some parts of this [/color][color=red]blueprint[/color][color=yellow] cannot be placed here, they need better ground support![/color]')
end
end
end
local function remove_tile_from_player(name, player)
if name == 'stone-path' then
name = 'stone-brick'
elseif name == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
name = 'hazard-concrete'
elseif name == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
name = 'refined-hazard-concrete'
end
player.remove_item({name = name})
end
local function player_mined_tile(event)
local player_index = event.player_index
local surface = game.surfaces[event.surface_index]
local oldTiles = event.tiles
local tiles = {}
local player = game.get_player(player_index)
player.clean_cursor()
for _, oldTile in pairs(oldTiles) do
local name = oldTile.old_tile.name
table.insert(tiles, {name = name, position = oldTile.position})
remove_tile_from_player(name, player)
end
surface.set_tiles(tiles, true)
end
local function marked_for_deconstruction(event)
local entity = event.entity
if entity.name == 'deconstructible-tile-proxy' then
if entity and entity.valid then
entity.destroy()
end
end
end
local function player_built_tile(event)
local newTile = event.tile
local tier = tile_tiers[newTile.name]
if (tier) then
local tiles = {}
local oldTiles = event.tiles
local index = event.player_index
local robot = event.robot
local player
if index then
player = game.get_player(index)
else
player = robot
end
local surface = game.surfaces[event.surface_index]
for _, oldTile in pairs(oldTiles) do
local name = oldTile.old_tile.name
local tile_tier = tile_tiers[name] or 0
if (tile_tier ~= 0 and tile_tier > tier) then
local newName = newTile.name
table.insert(tiles, {name = name, position = oldTile.position})
remove_tile_from_player(name, player)
if newName == 'stone-path' then
newName = 'stone-brick'
elseif newName == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
newName = 'hazard-concrete'
elseif newName == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
newName = 'refined-hazard-concrete'
end
local item = {name = newName}
if player.can_insert(item) then
game.print('Can insert')
player.insert(item)
end
end
end
surface.set_tiles(tiles, true)
end
end
local function robot_built_tile(event)
player_built_tile(event) --Items are lost
end
Event.add(RestrictEntities.events.on_pre_restricted_entity_destroyed, on_destroy)
Event.add(defines.events.on_player_mined_tile, player_mined_tile)
Event.add(defines.events.on_marked_for_deconstruction, marked_for_deconstruction)
Event.add(defines.events.on_player_built_tile, player_built_tile)
Event.add(defines.events.on_robot_built_tile, robot_built_tile)
Event.on_init(on_init)
--Creating the starting circle
local circle = b.circle(6)
local stone_circle = b.change_tile(circle, true, 'stone-path')
local map = b.if_else(stone_circle, b.full_shape)
return map